Motion Capture Vector Signatures for Game Interaction

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Solution Overview

Problem

Current console-based gameplay systems do not allow players to interact with or experience items within the game that they do not physically possess, limiting immersive gameplay and cooperative movements, especially across geographical distances.

Innovation Solution

The system uses camera input to detect player movements, converts them into vector signatures, and compares these to a database to execute corresponding actions in the game, enabling players to interact with virtual items and coordinate motions with other players remotely, using motion learning and interpolation techniques to adapt to variations in player movements.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If camera-based motion detection is implemented to enable virtual item interaction, then gameplay immersion and interactivity are improved, but device complexity and processing requirements increase

Engineering Contradiction:
Improvegameplay immersionVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent creates a virtual copy of the player's physical movements through camera-based motion detection. The system captures real-world player actions and generates corresponding virtual representations in the game environment, allowing players to interact with virtual items as if physically possessing them. This copying approach enables enhanced immersion without requiring players to physically hold actual items.

Inventive Principle:
Principle #26Copying

Solution Approach 2:

The patent replaces traditional mechanical controller input systems with optical camera-based motion detection. Instead of using physical controllers with buttons and joysticks, the system uses cameras to detect and interpret player movements, substituting mechanical interaction with optical field-based detection. This reduces the need for physical controllers while enabling more natural and immersive gameplay.

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

2Measurement precision

If motion data is stored in detailed format for accurate recognition, then motion recognition accuracy is improved, but storage requirements increase

Engineering Contradiction:
Improvemotion recognition accuracyVSAvoidstorage space
Core Design Contradiction:
Measurement precisionVSQuantity of substance

Solution Approach 1:

The patent extracts only the essential and relevant motion features from complete motion data sequences. Instead of storing all raw camera data points, the system identifies and stores only the key motion parameters that are necessary for accurate recognition, such as critical pose positions, movement trajectories, and temporal patterns. This extraction approach maintains recognition accuracy while significantly reducing storage requirements.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The patent inverts the traditional approach by first defining the essential motion characteristics needed for recognition, then capturing only those specific features rather than storing complete raw data and processing it later. This inversion allows the system to focus computational and storage resources on the most relevant motion information, achieving accurate recognition with minimal storage.

Inventive Principle:
Principle #13The other way round (Inversion)

3Adaptability or versatility

If camera equipment is used to detect player movements, then interaction with virtual items is enabled, but loss of physical item possession experience is incurred

Engineering Contradiction:
Improvevirtual item interactionVSAvoidphysical possession sensation
Core Design Contradiction:
Adaptability or versatilityVSLoss of information

Solution Approach 1:

The patent creates a virtual copy of the item possession experience by detecting player movements and rendering corresponding virtual items in the game environment. When players perform motions as if holding or manipulating objects, the system generates appropriate visual feedback showing virtual items being held or used, recreating the sensation of physical possession through optical and visual means rather than tactile contact.

Inventive Principle:
Principle #26Copying

Data Source

PatentUS10188938B1Action or position triggers in a game play mode
Publication Date: 2019.01.29 INTERNATIONAL BUSINESS MACHINE CORPORATION
  • US10188938B1 patent drawing
  • US10188938B1 patent drawing
  • US10188938B1 patent drawing

AI summary

A method, apparatus and non-transitory computer readable medium that, in one embodiment, interprets a user motion sequence comprises beginning a session, capturing the user motion sequence via a motion capturing device during the session, processing, via a processor, the user motion sequence into a predetermined data format, comparing the processed user motion sequence to at least one predetermined motion sequence stored in a database and determining whether to perform at least one of interpreting the user motion sequence as a universal command and registering the user motion sequence as a new command.